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Submit An Ability Idea For The New Templar Tower!

New Barracks Tower: Templar

Lore:
"The screams rung miles afar, the innocent women and defenseless children snuffed out in senseless bloodlust. The meagre holdings of the site plundered and pillaged, naught but debris and corpses strewn remained. Justified by the zealous Inquisitors as a purge of heretics..." - Excerpt from 'A Short History of the Red Inquisition'

"Following the events of the Red Inquisition, never again will sites of deity worship go unguarded. The charge of Templars is a vigilant and righteous one. Brought up from orphaned childhood, these blessed warriors train and pray in equilibrium. Oft sent to distant lands to defend the Divine Rights of others and their havens of worship. Whether they align with the deity or not.
Now called to duty, as all deities, and all denominations are under dire threat."
_

Welcome the newest tower to the Realm Rush: Tower Defense roster!

The Templar will be the first magical barracks tower, featuring a few abilities that it can cast. Much like Helloc was the first magical damager - barracks hybrid. The goal for the Templar is to be a early-mid-late game magical damage barracks. Eventually when more magical barracks are added Templar's early-mid-late game role will be adjusted.

With all that aside.

COMMENT BELOW ONE OR MORE UNIQUE ABILITIES FOR TEMPLAR TO HAVE AND I WILL CHOOSE AT LEAST ONE!

Comments

His basic attack contains multiple types of basic attacks. Each basic attack has a chance of doing one of these attacks. 25% for his basic attack to be a basic swing doing 180 degrees of aoe dealing 100% of attack damage, 25% for his basic attack to be a stab that does heavy single target damage dealing 200% of attack damage, 25% for his basic attack to be a single 360 spin doing large aoe dealing 50% damage, 25% for his basic attack to be a multi attack like king, does single target damage dealing 75% attack damage 4 times

YeetBoyMeme

Purifying Aura [Active Ability] - Percentage of damage dealt to Templar is reflected, damaging attacker instead

Xecular Official

I have several... I don't expect them all to make it but maybe one will. Aura of Retribution: (Passive) The Templar emanates an aura of light around it, bolstering allies and weakening the resolve of enemies. Non-Templar barracks units gain +10% damage (can increase with levels) and changes their damage type to Hybrid. Enemies in the aura deal 75% less damage. Boss-like enemies only lose 25% damage. Inspiring Smite: (Cooldown 20s) The Templar attempts to banish an enemy back to hell. This attack automatically slays non-boss-like enemies, and does massive True damage to anything else. If this attack kills an enemy, all barracks units within rally range of this Templar tower heal 25% of their HP and are immune to damage for 5 seconds. Turning Word: (Cooldown 45 seconds) Invoke divine words, repelling evil away. Nearby non-boss-like enemies not engaged with barracks units flee in magical terror, moving in the opposite direction for 10 seconds. Boss-like enemies and engaged enemies are instead stunned for 5 seconds, and this ability overrides stun immunity. Boss enemies are entirely immune to Turning Word. Consecrated Ground: (Passive) The ground around the Templar tower (it's rally range) becomes sacred, damaging and weakening evil creatures that step on it. All enemies within range of a Templar tower take moderate True damage over time and are slowed by 2 movement speed (minimum 1). This doesn't override slow immunity. Glorious Ascension: (Triggered Ability) When a Templar is reduced to 0% HP, it has a 30% chance (+ 10% for every enemy it slew in its lifetime) to Ascend, becoming a more powerful Angel unit for 30 seconds (double lethality, haste, and HP), before ascending to heaven. It's cooldowns immediately reset on trigger. This ability overrides and nulls other resurrection abilities, but if it fails to trigger normal resurrection abilities can still trigger.

Elmustachio *YEET*

Blinding Light: Cast a flash of light onto the currently taunted enemy making them miss the next (1 - x scaling with level) basic attacks against the Templar. CD should be anywhere between 10-30s but to be useful it should grant some sort of CDR or Reset when a new enemy is taunted. If not a fan of that idea, alternatively lower CDR with each successful basic attack from the Templar. The idea behind this is that this pseudo-tankiness will allow the Templar to deal sustained damage without making its hp bar a stat check.

regi


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